Should Clerics and Druids get Minor Spell Sequencer and Spell Sequencer?
bbear
Member Posts: 1,180
In the game, Cleric/Mage can put cleric spells into a sequencer. In terms of modding, it should be very straight forward to implement sequencer for clerics and druids. Should divine spellcasters get access to sequencers? Some interesting combos are:
Minor Sequencer:
1. Bless + Chant
2. DUHM + Aid
3. Doom + Hold Person/Charm Person/Mammal
Sequencer:
1. Holy Smite x3
2. Call Woodland Beings x3 / Call Wooland Beings x2 + Defense Harmony
3. Call Lightning x3 (Finally this spell has some use!)
4. Holy Power + DUHM x2
Minor Sequencer:
1. Bless + Chant
2. DUHM + Aid
3. Doom + Hold Person/Charm Person/Mammal
Sequencer:
1. Holy Smite x3
2. Call Woodland Beings x3 / Call Wooland Beings x2 + Defense Harmony
3. Call Lightning x3 (Finally this spell has some use!)
4. Holy Power + DUHM x2
- Should Clerics and Druids get Minor Spell Sequencer and Spell Sequencer?88 votes
- Yes23.86%
- No76.14%
0
Comments
Or, Maybe extend Avenger Druid to get Spell Sequencer as a Level 7 spell...
And if talking seriously, because in the game Clerics/Mages have an ability to put divine spells into a sequencer, clerics and druids shoul have the same ability. I think it would hardly be "too much" if compared with, say, 3x Abi Dalzim's Horrid Wilting or Pierce Shield + 2x Abi Dalzim's Horrid Wilting or Greater Malison + Doom + Chromatic Orb.
But from the D&D point of view, it is not logical.
The "spell sequencer" spell is named after Simbul, one of the most powerful spellcasters in Faerun, a wild and powerful sorceress. So, this spell is available only to those who casts arcane magic, not divine.
I don't really see the need for this
Why not just give every caster all spells while we're at it.
This is DnD, classes aren't meant to be balanced...they're supposed to be specialized with specific roles forcing you to work as a team. BG obviously doesn't do a good job of that, since it throws out a lot of the built-in checks to keep classes from being able to do everything.
Even mages can't handle every situation because they get very few spell casts compared to divine casters and are almost useless without wands or scrolls for back-up once they're out of spells, while clerics are still fairly powerful in melee to make up for their more support role, their lack of natural extra attacks being the only thing to really hold them back from competing directly with Fighters as melee powerhouses. Druids get the short of the stick since of a lot of their PnP value didn't translate well (they're more social oriented or using the environment to by-pass challenges, rather then straight up combat), much like Bards were screwed as well.
Geared they get a decent amount of casts for buffs and control so you don't need to rest that often also you don't need the "nukes" for every battle and with preparation they have enough casts for the more difficult ones.
then the obvious real choice is to do a blanket nerf to bring classes down to where they should be, and buffing social interactions to give druids, bards, and to a lesser degree, paladins a time to really shine. And include some context sensitive options, like being able to negotiate with Sirens or other such creatures of nature if a druid is in the party, rather then simply attacking immediately. BG includes a tiny handful of situations like that already, but not NEARLY enough.
Need to also re-vamp the druid shapeshifts, giving them a stealthy panther or something to turn into (turning into a small bird and scouting discreetly is one of the bigger benefits of being a PnP druid), or a big snake that can grapple foes or a poisonous spider. Their current shapeshifting is a horribly neutered version of what it should be capable of.
Rather then buffing stuff that doesn't need buffed in the first place....if something is wrong, that's what you fix, not break something else so the wrong doesn't seem quite as wrong.
Could double up command, making it harder to avoid. Anyways, hardly in danger of breaking anything.
Sequencer is a bit more useful, but again, clerics lack the spells to make sequencers powerhouses in the first place. The best use would be to use sequencer as a cleric spell to save a wizard slot!
I'd rather clerics and Druids get miracle. Wizards get Wish, so lets be fair. Actually, does miracle exist in 2nd ed? Bah, we get 3rd Ed barbarians, so why not?
It's called Dolorous Decay or Creeping Doom.
Sure, a Cleric/Mage can do this, but if I were playing that character, I simply wouldn't. And yes, Wizards can sequence multiple versions of a spell as well. Just saying, why open up the abuse further?
All in my own personal opinion. Feel free to disagree. Just don't flame, please.
EDIT: Fixed unnecessary apostrophe... no grammar police around to pick it up earlier...
In general, I see the cleric and druid spells are very weak compared to mage spells of equivalent levels. A spell sequencer is meant to make them competitive. Faster and a stronger punch. Lvl 7 is the apex level for cleric and druids. They need the spell that can deliver.
If C/M has access to Minor Sequencer and Sequencer for cleric spells, why not give the perks to single class clerics? And if single class clerics have it, why not druids? Other classes are different because they are not spellcasters. As Mathmick sarcastically suggested, fighter and other classes would be indifferent to spell sequencer because they have innate abilities.
Clerics and druids aren't MEANT to compete with mages. They focus on different aspects.
If anything, the real ideal choice would be to enforce resting limits (i.e. no resting at all in dungeons, limiting it specifically to inns or certain other special rooms or the ability to camp from the world map menu (like that room in Watcher's Keep that mentions you could rest safety here)). That way the cleric/druids greater spell capacity would be a proper foil to the mages high powered but limited number of slots, as intended. (And if you leave to rest and come back before finishing a dungeon, most of them (those being maintained by intelligent creatures) will have respawned (non-unique enemies only) and beefed up encounters for the rest of the dungeons, roughly doubling number of enemies or adding in extra stronger enemies to encounters).
Adding limitations to resting would make it required to revamp resting in general. Adding re-spawning dungeons would probably require additional tweaking etc.
Giving Clerics and Druids (minor) sequencer would be easier if one wants to make them a bit closer to mages (though I highly doubt WotC would agree to such addition).
But this isn't likely to happen, so give clerics and Druids sequencers. Or miracle ffs.
Not really....areas can be easily flagged as no resting. Just flag every area except inns (aside from the top level of Watcher's Keep, which is fine as is since it has a ridiculous interrupt rate anyway unless sleeping in the safe room), and that part is done. And even something as simple as that would go a long away.
And maybe add a line to the Saghuahin Priestess to allow you to rest as if in an Inn....that's the only area of the game you don't really have an option to rest. And allow resting in Spellhold, but force the Bodhi encounter early if the player takes too long (more then a day or so) to reach the exit from all the resting.
The 2nd part is just a fluff suggestion to punish people for leaving and resting, since otherwise the no-rest thing is just an annoyance rather then forcing you to decide if replenishing your spells is worth not only losing all the progress you made through the dungeon, but likely making it more difficult since now they're extra prepared for further attacks.
Hell, 2nd edition mages could raise the dead......sure, you'd come back as a completely random creature, but at least it wasn't mostly animals like the druid version and who knows...might get something OP.